Im new to this website and im new to the Ravnica.Expansion, well im new to all cards since the first Mirrodin-Expansion I got a long break and this is my first try to get a nice deck with new cards, so dont be too rigorous to me :P Its just a first blueprint.
First of all i have to say that i love to draw cards. I cant think of a worse situation than this one: You got tons of Mana and good start, where u played all your small creatures and then u got no use for it. This was the reason why I took the Fathom Mage in this +1/+1 Counter-Deck. Even in the beginning when u get only 1 extra card, it can accelerate the early game hard. Its a 1/1 creatures so nearly every other creature puts a counter on my key-card. Like Crocanura, which is furthermore a nice blocker, especially for flying creatures, because it has Reach. Another nice creature for putting the counter on the Fathom Mage is the Zameck Guildmage. In addition he has many options for the counters on my creatures. For example when my Gyre Sage enters the battlefield. She is the manaproducing engine of this deck. For granting +1/+1-counter-regenerations there is the enchantment Forced Adaptation. It can enchant on the one hand my Fathom Mage to get an additional card each turn or to produce more mana with the Gyre Sage. And when u dont need only G just cast Mana Bloom. You loose only 1 mana, but first u can use the mana any time and for any spell because u can choose the color for it. And when the Bloom withers just get it back to hand in your upkeep.
This were the early game spells which help u to get fast in the mid or late game. The first problem of all this is, if your enemy got fast many creatures with at least 3/3, you cant block many, because u need nearly all of your creatures for mana or drawing cards. Theres no option to sacrifice them for savin lifepoints. One chance to save your early game is the Simic Charm. It can give your creatures power for block, take a creature from enemy out of battle or, and i guess this is the best way to save your creatures, give your creatures hexproof. Another Posibility to throw your opponent back is Cyclonic Rift. Its not very nice for its normal mana-cost but if u cast it for its overload its really awesome. All permanents your opponents controls back to hand, wow. Lets happen this to tokens :D or to the damed hexproof Geist of Saint Traft. And the great thing about it is, that your Gyre Sage gives u the mana for it.One of the most disgusting things that can happen to your creatures is to brought back to hand. U will loose all the counters and beside this the mana/draw-card-enginge will collapse. So lets get to my next card to improve the sustain of this deck: Curse of Echoes. As i saw the card for the first time i was really impressed. All the instants and sorcerys your opponents cast will be copied and u can choose new targets. First use of this card is to get advantage when your opponent casts spells like [Advent of the Wurm] for example. Everytime your opponent gets an advantage you will get it too. So please opponent, cast more :D. And the best use for Curse of Echoes is in my opinion to counter counterspells. I hate it when im happy to cast a great creature or spell and then my enemy only needs 2 or 3 mana to disable it. Just copy the Counterspell and shoot back.
So now lets get to the late game. Your defence should be strong enough now and your mana/card-engine is strong too. First card now is the Master Biomancer. Well i dont explain why now, because its trivial. Lets get ready to ramboooo: Primordial Hydra,Progenitor Mimic. No words for the Hydra-producing-Engine. Its awesome :D. Im looking forward to get the Kalonian Hydra which is comin soon in M14. Im struggling if i will add her to the deck or change her with the Primordial Hydra. It doubles all counters on your creatures: more mana, more cards...hm let me think...We are no Izzet, are we? :D ( Goblin Electromancer look at the text below ;) Last Card: Prime Speaker Zegana. Shes just so beautiful :D Nice to have, but definitly no must-have. We got probably enough for drawing cards, but shes the Overloard of this deck. I would pick her out for tournament.
Sideboard:The combo i hate actually in the standard Tournament is the one with Snapecaster Mage so here we go: Ground Seal. Bye bye flashback. There are many more cards which are disabled with this enchantment. So its a must have in the sideboard. Naturalize: ahm...yeah...its clear why. There are always enchantments and artifacts which suck hard.Predator's Rapport: It helps u to get in the mid/late game when u took much dmg in early game, because u cant block good. So only take it when your enemy is really fast with some medium strong creatures in the early game.Mizzium Skin: For all these disgusting "Destroy target creature" or "X Damage to target creature".Dispel: Against decks which many Instant-harass
Maybe:I guess the Laboratory Maniac can be nice to win the game fast, because u draw so many cards. There are 60 Cards in this deck and with some luck it can be possible to draw all cards u got. But i guess this deck can kill your enemy easy with the tremendous grown creatures from early and mid game. I have to make more experiences with this deck to decide whether this card can be your win or is just useless.Somberwald Sage is my maybe to replace the Zameck Guildmage. She can give u much mana for the many creatures which are in this deck.